Help Wanted: Find Glory, Skymetals and Adventure: Re-re-recruiting for Second Darkness (In Book 2)


Recruitment

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RE: why I'd like to play this game - I have very fond memories of Second Darkness when it first came out, and would absolutely LOVE to run through it, especially as an Elf.

The team thus far seems like a good crew, and it looks like a really good time to play with them.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I mentioned that character submissions were not required; however a "dotting for interest" doesn't give me anything to go off of. You've given me plenty of information to work with, don't worry about it!


I'm going to have to withdraw.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Sorry to hear that. Happy gaming!

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

"Sinmara. The gateway is ready." Sinmara opened her eyes, rising from her meditation. She was clad in her armor and already equipped for travel, though she did not yet know her destination. The lantern bearer who had spoken stepped back, the ancient archway before the pair now shimmering with the faint ripple of awakened magic. He nodded at the younger woman. If he had anything to say about her selection for this mission, he kept it to himself.

She did not hesitate. Hesitation might show the Lantern Bearers she was unworthy, unfit to join their esteemed order. She strode with purpose through the elfgate.

Stars burst around her. Travel through one of the ancient aiudara was an awe-inspiring thing, racing along slender bridges of magic connecting distant points throughout the world. The rush of images and light was beyond conscious comprehension, and all too quickly the physical world returned. She was in a dense copse of trees, standing on a thick carpet of moss. Behind her the aiudara shimmered, a slender archway of stone and mithral. She could tell from the smell of the air she was at a high elevation, somewhere in the mountains. It took her only another moment to realize she was not alone.

Another Lantern Bearer stood among the trees, a woman carrying a folded piece of parchment, which she held out to the new arrival. "This is your test, initiate." she said, her tone severe. "Complete it and you will prove your worth to the Lantern Bearers, despite your heritage." Sinmara took the paper and said nothing, her face rigid. "The city of Riddleport is two days to the southwest. Several days ago, rumors began to spread that a 'dark-skinned elf' was discovered in the city's sewers and subsequently slain." She let this fact sink in for a moment before continuing. "The presence of drow here has not been confirmed, but a contact within the city has identified the individuals involved. They are embarking on a prospecting expedition to a nearby island, and are hiring assistants. Enter the city, infiltrate this group, and discover what they know. If the dark ones are active in this part of the world, their darkness must be eradicated by the light. We have provided you references from a prominent ciphermage and one of the city's gendarmes."

"Light guide you," she said, stepping through the aiudara and vanishing. Sinmara was on her own.

Crunch is still being finalized, but that should give you a feel for where I'm taking Sinmara. She feels constantly driven to prove herself to the order - since she has a distant drow ancestry of her own, of which she is deeply ashamed. She is determined to prove that she is loyal to the cause and can be a pure light against the darkness, despite her despicable ancestry - but sometimes, even she has doubts.

She's not a lantern bearer yet, but she's completed her training. Now, she just needs to earn the distinction by completing her assignment successfully.


I shant be able to make this deadline, I don't think.

I hope you find someone deserving to take along.


I think play by post offers a unique opportunity for collaborative creative writing, I like this AP, and it looks like you have a good group going. My entry is below.

Crunch:
Orland Blackmyre
Human (Taldan) alchemist (grenadier) 5
CG Medium humanoid (human)
Init +12; Senses Perception +11
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 shield)
hp 36 (5d8+10)
Fort +6, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20)
Ranged bomb +9 (3d6+6 Fire) or
. . mwk longbow +8 (1d8/×3) or
. . smoke bomb +9 () or
. . stink bomb +9 ()
Special Attacks bomb 11/day (3d6+6 fire, DC 18)
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +11)
. . 2nd—ablative barrier[UC], alchemical allocation[APG], alchemical allocation[APG], barkskin
. . 1st—adhesive spittle[ACG] (DC 17), cure light wounds, cure light wounds, expeditious retreat, heightened awareness[ACG], heightened awareness[ACG]
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 22, Wis 13, Cha 7
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Extra Discovery[APG], Improved Initiative, Martial Weapon Proficiency (longbow), Point-Blank Shot, Throw Anything
Traits firebug, into enemy territory
Skills Appraise +10, Craft (alchemy) +14 (+19 to create alchemical items), Diplomacy +3, Disable Device +14, Fly +8, Heal +5, Knowledge (arcana) +14, Knowledge (nature) +10, Perception +11, Sense Motive +8, Sleight of Hand +12, Spellcraft +14, Survival +5 (+7 to avoid becoming lost), Use Magic Device +6
Languages Common, Elven, Goblin, Kelish, Osiriani, Shadowtongue, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +5), discoveries (smoke bomb, stink bomb, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 50 minutes), precise bombs, swift alchemy
Combat Gear potion of fly, potion of heroism; Other Gear +1 mithral chain shirt, mwk buckler, dagger, mwk longbow, cloak of resistance +1, headband of vast intelligence +2, sleeves of many garments[UE], wayfinder[ISWG], alchemist starting formula book, bombchucker, masterwork backpack[APG], masterwork thieves' tools, 6 gp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+6 (11/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 18 (1d8)
Fort +4, Ref +7, Will +1
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +8 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Tricks Attack, Come, Detect, Fetch, Seek, Sneak
Skills Appraise +0, Climb +7, Diplomacy +1, Disable Device +6, Fly +11, Heal +1, Perception +12, Sense Motive +5, Sleight of Hand +8, Spellcraft +4, Stealth +22, Survival +1, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack, come, detect, fetch, improved evasion, seek, sneak
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.

Background:
Orland lives up in the hills above Riddleport. He doesn't like living close to other people. That just leads to complaints about the smells emanating from his workshop. And judgmental comments from people who catch him talking to the odd growth on his shoulder.

He makes a decent living making alchemical items and has plenty of time to indulge in his hobby of blowing things up. The recent upheaval has him worried, though. The craziness surrounding the meteorite could spread and threaten his cozy little life. Or it could be a tremendous opportunity. Either way, it seems like a good idea to head into town and see who seems to be on top of what's going on.

Non core/APG material:
Happy to switch out any of these if you don't like them:

Grenadier archetype (Monster Codex/PFS field guide)
Firebug trait (Player Companion: Quests and Campaigns)
Wayfinder (Seekers of Secrets, Shattered Star, Inner Sea World Guide)
Sleeves of Many Garments (Ultimate Equipment)
Tumor Familiar (Ultimate Magic)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I have made my final selection for the new recruits to the Gold Goblin:

Sinmara, played by The Morphling
Gillian Flynn, played by Lady Ladile
Aishe Dainor, played by Euan

For those of you who were accepted, you can check in to gameplay and discussion here.

Thank you for applying. It was certainly a difficult decision to make. I wish you all happy gaming!

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